Called Shots, Zany Actions & Wrestling maneuvers?
Posted: Sun Feb 03, 2013 9:21 pm
a few questions on these topics...
#1. When attempting a specific Wrestling maneuver (such as "Wield Them") must you follow and complete the "basic" general Wrestling rules BEFORE making the specific rule rolls for the Maneuver?
#2. Specifically for "CALLED SHOTS" (but also for Zany Actions) ... reading the base rules for Called Shots, then experiencing them in play - it came to me to wonder... Are these rules basically HOW to do things you could also (or players usually think to do with a...) Hero Die Power Stunt WITHOUT needing to spend any Hero Dice or Point resources?
You basically need to hit on the attack by 10+ and it allows what I read as Power Stunts - such as pulling a rug over a villain's eyes, which could also equal a "Confusion" Power Stunt with a Hero Die.
#3. With Called Shots... The rules aren't very detailed and a little to open for me. They caused about 15 minutes of discussion on ideas of HOW to "handle" what the player wanted to do... and we still didn't have a definitive answer.
Hence my question above.... that's what we sort of went with.
#4. The BIG question on Called Shots (and Zany Actions) was "what do you want to do?" ... (in our example):
"I want to jump on the robot's back and tear it's helmet or rip it off to BLIND the robot"
So...
Rather than forcing the player to NEED to spend a Hero Die to simulate a Power Stunt to get the rule-effect to BLIND the villain... I suggested the Narrator handle it as a "Called Shot" (since it seemed to be similar to the 'pull the rug over' example).
Our Narrator was still *concerned* with this not being *fair* to the rules (not the "spirit" of the rules, but rather - not being fair as a way to always just have to "GM Fiat" an outcome). Our Narrator wanted to figure out a fair and balanced way for the RULES to handle it. He liked the idea of using the Called Shot idea, but still wanted MORE definition. Since the "default" effect for a Called Shot is only a +10 Damage if the PC-Hero hits on the attack by 10+. Since the extra damage was NOT what the player really wanted (he wanted to blind or damage the robot's ability to see/fight).
I suggested this:
- if the PC-Hero hits on the attack by more than 10 to 20...
- treat this effect like a "Confusion 1" Power Stunt (-2 DP)
- if the PC-Hero hits on the attack by more than 20 to 30...
- treat this effect like a "Confusion 2" Power Stunt (-4 DP)
- if the PC-Hero hits on the attack by more than 30+...
- treat this effect like a "Confusion 2" Power Stunt (-2 MP)
Each for either: 3 pages or until the villain figured out a way to stop the effect (like "Snap Out of It", etc...)
I would REALLY like alot more explanation and ideas for HOW to handle the Called Shot and Zany Actions... How to handle them in balance with other rules, not simply GM Fiatting an outcome or random decision on how to handle roll-checks.
Are they essentially the same idea as Hero Die Power Stunts but with a required 10+ roll to hit on the attack?
And if so...
Is my idea for steps of 10+ for a better effect a fair/balanced idea?
Are there better solutions?
How would you handle my example (or other examples of Called Shots and Zany Actions)?
Thanks!
-kev-
#1. When attempting a specific Wrestling maneuver (such as "Wield Them") must you follow and complete the "basic" general Wrestling rules BEFORE making the specific rule rolls for the Maneuver?
#2. Specifically for "CALLED SHOTS" (but also for Zany Actions) ... reading the base rules for Called Shots, then experiencing them in play - it came to me to wonder... Are these rules basically HOW to do things you could also (or players usually think to do with a...) Hero Die Power Stunt WITHOUT needing to spend any Hero Dice or Point resources?
You basically need to hit on the attack by 10+ and it allows what I read as Power Stunts - such as pulling a rug over a villain's eyes, which could also equal a "Confusion" Power Stunt with a Hero Die.
#3. With Called Shots... The rules aren't very detailed and a little to open for me. They caused about 15 minutes of discussion on ideas of HOW to "handle" what the player wanted to do... and we still didn't have a definitive answer.
Hence my question above.... that's what we sort of went with.
#4. The BIG question on Called Shots (and Zany Actions) was "what do you want to do?" ... (in our example):
"I want to jump on the robot's back and tear it's helmet or rip it off to BLIND the robot"
So...
Rather than forcing the player to NEED to spend a Hero Die to simulate a Power Stunt to get the rule-effect to BLIND the villain... I suggested the Narrator handle it as a "Called Shot" (since it seemed to be similar to the 'pull the rug over' example).
Our Narrator was still *concerned* with this not being *fair* to the rules (not the "spirit" of the rules, but rather - not being fair as a way to always just have to "GM Fiat" an outcome). Our Narrator wanted to figure out a fair and balanced way for the RULES to handle it. He liked the idea of using the Called Shot idea, but still wanted MORE definition. Since the "default" effect for a Called Shot is only a +10 Damage if the PC-Hero hits on the attack by 10+. Since the extra damage was NOT what the player really wanted (he wanted to blind or damage the robot's ability to see/fight).
I suggested this:
- if the PC-Hero hits on the attack by more than 10 to 20...
- treat this effect like a "Confusion 1" Power Stunt (-2 DP)
- if the PC-Hero hits on the attack by more than 20 to 30...
- treat this effect like a "Confusion 2" Power Stunt (-4 DP)
- if the PC-Hero hits on the attack by more than 30+...
- treat this effect like a "Confusion 2" Power Stunt (-2 MP)
Each for either: 3 pages or until the villain figured out a way to stop the effect (like "Snap Out of It", etc...)
I would REALLY like alot more explanation and ideas for HOW to handle the Called Shot and Zany Actions... How to handle them in balance with other rules, not simply GM Fiatting an outcome or random decision on how to handle roll-checks.
Are they essentially the same idea as Hero Die Power Stunts but with a required 10+ roll to hit on the attack?
And if so...
Is my idea for steps of 10+ for a better effect a fair/balanced idea?
Are there better solutions?
How would you handle my example (or other examples of Called Shots and Zany Actions)?
Thanks!
-kev-